Skip to content

💰 Raiding

Raiding allows field armies to attempt theft of valuable resources directly from an adjacent target structure, without first having to battle through enemy guard armies. Lords can direct their armies to complete this action by selecting the 'raid' action when attacking an enemy structure.

Raiding interface showing an army preparing to raid a structure

Raid Requirements

Before attempting a raid, your army must meet the following requirements:

  • Have at least 30 stamina
  • Be adjacent to the target structure
  • Structure must contain raidable resources

Raidable Resources

Raidable resources are stolen based on rarity, with the most valuable taken first. Rarer resources are prioritized during raids:

#Resource
1
Donkey
Donkey
2
Ancient Fragment
Ancient Fragment
3
Dragonhide
Dragonhide
4
Mithral
Mithral
5
Adamantine
Adamantine
6
Alchemical Silver
Alchemical Silver
7
Twilight Quartz
Twilight Quartz
8
True Ice
True Ice
9
Ethereal Silica
Ethereal Silica
10
Ignium
Ignium
11
Deep Crystal
Deep Crystal
12
Ruby
Ruby
13
Sapphire
Sapphire
14
Diamonds
Diamonds
15
Hartwood
Hartwood
16
Gold
Gold
17
Cold Iron
Cold Iron
18
Ironwood
Ironwood
19
Silver
Silver
20
Obsidian
Obsidian
21
Copper
Copper
22
Coal
Coal
23
Stone
Stone
24
Wood
Wood
Note: Tokens such as $LORDS and $STRK cannot be stolen through raiding.

Raid Success

The success chance of a raid is determined by the following conditions:

ConditionRaid Success Chance
Raiding army's total damage < 50% of combined guard armies' damage0%
Raiding army's total damage > 200% of combined guard armies' damage100%
Raiding army's damage between 50% and 200% of guard armies' damageScales proportionally from 0% to 100%
No guard armies present100% (automatic success)

Upon a successful raid, resources are transferred directly to the raiding army's inventory up to its carrying capacity. It is only possible to steal food, resources, and ancient fragments from a raid, tokens such as $LORDS and $STRK can only be stolen from another player by claiming a Realm into which tokens have been bridged or transferred.

Damage in Raids

At the conclusion of a raid, regardless of whether it was successful or not, damage is calculated for both the raiding army and the guard armies. This damage is significantly reduced by a raid damage modifier, simulating the concept of a pillaging and looting event as opposed to a full-scale battle. The raid damage modifier reduces damage to 10% of that which would be applied in an attack action.

Damage from a raiding action is calculated according to the following rules:

  • The raiding army troop total is split evenly across each guard army.
  • A standard combat damage calculation is then applied to each combat instance.
  • Each damage number is multiplied by the raid damage modifier before casualties are applied.

Example:

Consider 1000 raiders attacking a structure with two occupied guard slots:

  • Slot 1: 400 troops
  • Slot 2: 600 troops

The raiding army is split into two groups of 500 troops, each attacking one guard slot. Assume that the damage calculations result in the following:

  • Raiding army deals 180 damage to Slot 1 and 150 damage to Slot 2 = 330 total damage
  • Guard armies deal 120 damage from Slot 1 and 200 damage from Slot 2 = 320 total damage.

Applying the raid damage modifier, actual losses become:

  • Guards: Slot 1 loses 36 troops (10% of 180), Slot 2 loses 30 troops (10% of 150).
  • Raiders: Lose 64 troops total (10% of 320).

Raid Outcomes

After a raid attempt, one of two outcomes will occur:

  1. Successful Raid
    • Resources are transferred to your army's inventory
    • Resources are limited by your army's carrying capacity
    • Both armies suffer reduced casualties (10% of normal combat damage)
    • Your army's stamina is reduced by 30
  2. Failed Raid
    • No resources are stolen
    • Both armies still suffer reduced casualties (10% of normal combat damage)
    • Your army's stamina is still reduced by 30

The outcome is determined by comparing your army's total damage output against the combined damage output of all guard armies present. If no guard armies are present, the raid automatically succeeds.